Compare any two graphics cards:
GeForce 9800 GT 1GB vs GeForce GT 430 1GB
IntroThe GeForce 9800 GT 1GB uses a 65/55 nm design. nVidia has clocked the core speed at 600 MHz. The GDDR3 memory works at a frequency of 900 MHz on this model. It features 112 SPUs as well as 56 TAUs and 16 ROPs.
Compare those specs to the GeForce GT 430 1GB, which features core clock speeds of 700 MHz on the GPU, and 900 MHz on the 1024 MB of GDDR3 memory. It features 96 SPUs as well as 16 TAUs and 4 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce 9800 GT 1GB should be 100% quicker than the GeForce GT 430 1GB in general, due to its greater data rate. (explain)
Texel RateThe GeForce 9800 GT 1GB is a lot (approximately 200%) better at anisotropic filtering than the GeForce GT 430 1GB. (explain)
Pixel RateIf running with high levels of AA is important to you, then the GeForce 9800 GT 1GB is superior to the GeForce GT 430 1GB, by a large margin. (explain)
Please note that the above 'benchmarks' are all just theoretical - the results were calculated based on the card's specifications, and real-world performance may (and probably will) vary at least a bit.
Please note that the price comparisons are based on search keywords - sometimes it might show cards with very similar names that are not exactly the same as the one chosen in the comparison. We do try to filter out the wrong results as best we can, though.
Memory Bandwidth: Bandwidth is the largest amount of information (in units of megabytes per second) that can be moved past the external memory interface in a second. It's calculated by multiplying the card's bus width by its memory clock speed. In the case of DDR RAM, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed in one second. This figure is calculated by multiplying the total number of texture units of the card by the core clock speed of the chip. The higher this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card can possibly record to the local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the number of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on many other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.